On Mon, Jan 31, 2011 at 4:14 AM, Yasir I. Al-Dosary - zgzg2020™
<[email protected]> wrote:
> I am looking at the makefile. And, I am guessing that this is the option:
> ===
> ifndef BUILD_GAME_QVM
>  BUILD_GAME_QVM   =
> endif
> ===
>
> What must I change so that dynamic libraries will be built instead of QVM?

make BUILD_GAME_QVM=0
Or otherwise set BUILD_GAME_QVM to 0 if you're not invoking make from
the command line.
If you search of Makefile for BUILD_GAME_QVM, you'll see it checks if
it's not equal to 0 at one point. Also, IIRC, I thought by default it
built the QVM in addition to the dynamic libraries. Can't say much for
the rest of the message though.

> ----- Original Message ----
> From: LinuxManMikeC <[email protected]>
> To: Primary ioquake3 Discussion/Development list <[email protected]>
> Sent: Fri, January 28, 2011 6:04:02 PM
> Subject: Re: [ioquake3] what are trap_ used for? And, is it ok not to use 
> them?
>
> On Fri, Jan 28, 2011 at 12:52 AM, Yasir I. Al-Dosary - zgzg2020™
> <[email protected]> wrote:
>> I dont mean to sound unappreciative, but, I am simply asking the "how" and 
>> not
>> the "why.
>> Can anyone help me in linking the engine and the sdk into one binary?
>>
>
> There is already a compilation path in the makefile for compiling
> dynamic libraries instead of QVM bytecode.  I'd start there.  At that
> point, you can start modifying code to bypass trap_ function calls.
> If you really want to, then you could collapse the whole thing into a
> single binary, but then you loose a great deal of modability with no
> significant performance gain.  Also, one reason for the QVM bytecode
> was to limit the functions available to modders, mitigating numerous
> vectors for malicious code.  When distributing dynamically linked game
> code, the user is at risk of all kinds of malicious code that can
> directly access the system.  However, in a QVM, the modder's only
> option is a small engine-specific API with no possible access to
> native functions, making mod distribution safer.
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